Thread: Imperialism Mod
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Old March 12th, 2004, 10:32 PM
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Default Re: Imperialism Mod

Quote:
Originally posted by Imperator Fyron:
Is this another vaporware mod, like the Grit Tech Mod, or a real mod, like Junkyard Wars? j/k
I definitly bit off more than I could chew, with GritTech. The complete re-creation of the weapons and propulsion systems, scaled mounts for armor engines and everything, the new tech tree.. It all just got to be too much and died due to its own inirtia.

This mod is extremely simple. Aside from editing the AI files for each neutral (which involves mostly copy-paste operations) there isnt much to do. The settings.txt changes are done. And thats it, unless someone Posts some astounding suggestion that needs to be incorporated. I anticipate that the ImpMod can be functional by the end of the weekend. It would be done now except for the fact that I want different files for each of the 10 neutrals, instead of having lots of identical Boroba States.


Quote:
Originally posted by geoschmo:
This is exactly what I had in mind the other day when I was lamenting the fact that you can't have more then 20 races. Imagine a game like this with 5-10 players and dozens of little AI races scattered about.
Unfortuneatly, we are still limited to 20 players. 10 humans and 10 neutrals, or 5 humans and 15 neutrals is about the best we can do. That is a cool idea to imagine, though. Maybe in SE5.
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